Posts posted by Momaw

Carrier may be the single most popular, but 99% of players? No. Maybe a third.

So i wondered, is that the reason? Are we Lazy?

The answer is: yes. Maybe not lazy as people but lazy as space ninjas. The only thing Carrier does is pick up loot. You can pick up loot without Carrier. It brings absolutely no unique and exclusive functionality, and because its functionality is not required, it cannot be anything other than a convenience.

* You talk about playing with other people who move so quickly that you have no time to pick up loot... Have you considered that this might be a self-reinforcing behavior of bad team mates? A good team mate will stop and wait for you if they get too far ahead. It's simply smart tactics to not split the party. It's only when you get people that are so self-absorbed and intent on completing (non-timed) objectives as fast as possible that they don't notice what other people are doing, i.e. bad team mates, that taking a few steps out of your way to pick up loot becomes a problem. And then once you adopt the tactics and mindset that nobody is ever going to wait for you, and get a sentinel to support this, you become the bad team mate and never wait for anybody.

* You talk about "needing" Vaccum to pick up life support drops in Survival game mode..... there is absolutely no reason at all play at an enemy level that imposes the danger you describe. This is a problem of your own design, not something DE intended. If you don't like the instant-death mechanics, then don't play survival missions to instant-death level.

* You talk about loot dropping out of bounds. If a loot drop is legimately out of the playable area with no possible way to get at it, then it should be moved. This seems like something we should solve with level design, not something we should consider an enemy to be fought with Vacuum.

* You don't need Vacuum to pick up syndicate medallions. They show up on loot radar, and there's a very limited number of places they can show up. They're easy to find once you learn the levels.

You might have a point if the sweeper prime was actually more effective than the vulklok at short range.

It's not.

A quick search on Warframe Builder (granted it's a little out of date at the moment) shows a max Vulklok build that delivers over 8K damage per shot. Figure that once people update their builds they will be dropping an element and replacing with speed trigger, so figure 6K damage instead of 8K on Builder. Basically you're dropping a level 60 enemy with every shot out to about 15 meters where it starts to miss. Sweeper Prime's most popular build shows 4.5K sustained DPS....With no punch through, less status, and a maximum hypothetical-DPS range of probably 5 meters.

Yeah, okay, now do that that same test with a laser rifle or a sweeper. Pack a sandwich because it's going to take several minutes.

I can't help but feel people are persistently missing the point. "Sniper rifle" this, "sniper rifle" that. It is a sniper rifle compared to every other sentinel weapon. Stop comparing Vulklok to your Vectis, compare it to other sentinel weapons. Your sentinel is not, and never was, intended to be able to kill as quickly, as precisely, or as distantly, as the player is. Because if they did why would we need players.

After trying this against other sentinel weapons it is still clearly superior. Doesn't have pinpoint flawless accuracy? Then what the heck do you think happens with a Laser Rifle Prime or a Sweeper Prime? These weapons have absolutely pathetic effective range; laser rifle because it has some kind of built in auto-spray that forces it to miss against any target that's moving, and sweeper because it starts off with an accuracy of 4....

Vulklok may not be able to nail every shot at 70 meters now, but if you think it's "inaccurate" and incapable of doing damage, then I have nothing to say but that your expectations are wildly incorrect. Your sentinel is not intended to solo every mission up to level 30. It is supplemental damage.

Try updating your Adblock rules. Starting this morning it was blocking the bulk of images and scripts for the site because it tripped a new rule, "||hwcdn.net^$third-party". After I updated though, that rule is removed.

Failing that, just turn off adblock for forums.warframe.com and it should be okay.

Right now mastery rank is basically a joke. It's based on reaching max level with gear, and reaching max level is based on XP attained....passively or otherwise. With the rampant popularity of Draco for XP farming mastery rank has come to mean nothing. The cap on how fast you can rank up becomes how fast you can get materials and craft the gear, because gathering the XP takes only a few minutes. It is trivially easy to find players who have "mastered" weapons that they have literally not even used (even a majority of their weapons) and as a result really don't know what they're doing.

Kind of stupid.

Mastering a weapon needs to be based on use, especially proficient use under a variety of conditions, in order to mean anything about player experience. Or, if the design intent is for mastery rank to basically just be a fancy way to measure how old your account is.... Then just do that and have it be based on registration date or time played. Because right now, given the current meta, mastery rank is a measure of how much time people have spent standing around doing nothing in Draco.

The disadvantage of doing that is that then you have RNG based hits. If you want to increase Hek's pellet spread to the point that it's ineffective at long range i.e. not competing with actual long range weapons then it's basically random whether you hit the target with anything at all. Would you be more confused by seeing hits that show reduced damage over range, or by shooting your gun at a target and seeing no damage whatsoever because RNG decided not to put any pellets there?

I know corrosive isn't good on Bombards, but as I said, in optimal range I was oneshoting them, and 20-25 meters away, I was getting ~250dmg per pellet.

I don't have a zillion forma on my Drak, but the only thing that's weird in your build is Fatal Acceleration. I tried putting that on and I'm still just not seeing any variation in damage here. If there's an issue then I don't think it's with the weapon in particular. Sorry to be Captian Obvious here but....you're sure there were no ancient healers buffing the guy that was taking a bunch of shots, right?

Is it me or does Drakgoon is broken? Just did T3D, and my 5 forma Drakgoon was killing lvl 35 Bombards in one charged hit, while at optimal range. But when the same level Bombard was 20-25 meters away, I had to use 5-6 shots to kill him. Shouldn't falloff be max 50%? And if by any chance I was doing just right amount of damage to achieve one shot kill, I still should be able to kill him with two shots, not six.

I tested in the simulacrum and did not see any damage falloff whatsoever with the Drakgoon. Same damage on target regardless of range. Variation in time to kill from one target to the next was random based on how many projectiles hit and if any of them were crits or head shots (or especially both).

Can you share your weapon build, and whether you were using any frame powers that might have affected the enemy's survivability?

Does anyone feels that no matter how much damage you mod your Hek or Tigris, it is not effective against nullifier's bubble.

You deal 40K in one shot generally, but it takes about 7~8 shot to remove a high level nullifier's bubble.

Nullifier shields are capped in terms of how much damage they can accept from any given hit, and in how fast they can shrink. Rapid-fire weapons, especially beam weapons, are vastly more effective against nullifiers than any big punch/precision type weapon.

First of all, I'm not really in favor of the changes to fall off. If anything, shotguns need more punishing falloff, not less. Why? Because shotguns should be absolutely decisive at short range. That is the definition of a shotgun and the tactical role it fills. You bring a shotgun because you want to easily win every short range engagement while sacrificing long range potential. Shotguns should absolutely demolish assault rifles at short range, while being in turn totally out classed at long range. With the changes to make falloff less punishing, that isn't really the case. Now the high-damage shotguns do tens of thousands of damage out to a surprisingly good distance, intruding into the role of assault rifles that are far less ammo efficient and bursty. You need to see silly-high enemy levels before the new high-damage shotguns stop being useful mid to long range weapons, and that's just not right.

Specifics...

* Drakgoon is fair. The rated damage is for fully charged shots, and if you're doing fully charged shots then it's a slow shotgun to use.

* Hek is fair. Less damage than the Drakgoon, but also no charge time or need to lead targets. Plus it has an insane augment that increases its damage a whole bunch.

* Tigris damage is too high. Why does this thing do as much damage as an Opticor? And no matter how much damage you give it, it's still painful to use because you'll spend 90% of your time reloading. This should be more in the neighborhood of 600 damage, and bring the reload time down to 1.2 seconds to compensate.

* Strun Wraith. No no no no. Huge fail. You killed the Strun Wraith. It is dead.. The defining feature of the Wraith was the fact that it had a reasonable magazine size with a good reload speed. It was quick and flexible and fluid. Now it's slow, painful, and clumsy! Now it has the handling of a pump action shotgun and modern "shoot one, load one" tactical doctrine, but it doesn't have the actual damage to back up such a play style so it is totally outclassed by everything else. It still has strong status performance, but status is irrelevant when the enemy is dead, which other shotguns doing 2 to 5 times more damage with better handling will accomplish faster. No. Either restore it previous fast-reloading magazine and leave it near the bottom of the barrel for damage, or, increase its damage to the level of the Drakgoon and Hek because its practical rate of fire with current mechanics is about 1 shot per second.

* Boar Prime. Not, in fact, buffed. DPS went up by 20%, but status chance went down by 25%, and the fact that this could practically reach 100% status chance to erode armor and control crowds is what made it a viable endgame weapon. Magazine size went up, but because you'd be silly to shoot this weapon empty all the time, actual handling went down because tactical reloads on a partial magazine went up by half a second for no benefit. Not dead like the poor Strun Wraith, but not actually improved either. Put the reload time back to 2.3 seconds, put the status chance back to 40%. There is no need to punish the Boar Prime with "balance" when the Kohm utterly destroys it as an automatic shotgun and everything else destroys it on a shot per shot basis.

* Sobek. Damage now solid, but the 4 second reload time hasn't gotten any less painful. Vulkar had a 4 second reload and it got improved when people complained. Supra had a 4 second reload and it got improved when people complained. 4 seconds of reload is just too long for Warframe's pacing. Reduce to 3 seconds, and take off a little damage per shot if it makes you feel better.

* Kohm. No complaints. It didn't actually need any damage buffs because it was leading the pack by a huge margin. Still an absolutely devastating weapon balanced by its poor ammo economy.

I've thought that secondary weapons should be faster to deploy and use for a very long time, so that they can be worked into the flow of combat as needed instead of the game playing like we have two primary weapons.

I'm against transmuting into potatoes. Potatoes already come up in alerts, invasions and dev streams. No you're not going to be able to put a potato in every frame and weapon if you only rely on free ones, but we have to be realistic here: Warframe's F2P strategy is already very fair.

Dunno what's so special about this whole pluto thing owo Life will still continue as it is unless you work for nasa I guess

It's impossible to know what will turn out to be really really important at some point. For example I could point out the fact that expanding gasses cool down. Nifty bit of "so what?" trivia that happens to be the core concept behind refrigeration, a technology that our modern society leans heavily on.